
using UnityEngine;

public class PlayerState_Jump : PlayerState
{
    private float speed = 0f; 
    
    public PlayerState_Jump(Player player, PlayerStateMachine stateMachine, string animBoolName) : base(player, stateMachine, animBoolName)
    {
    }
    
    public override void Enter()
    {
        base.Enter();

        speed = 1;
        player.movement.Jump();
    }

    public override void Exit()
    {
        base.Exit();
    }

    public override void Update()
    {
        base.Update();
        
        player.Movement(new Vector3(MoveActionValue.x, 1, MoveActionValue.y));
        if (player.movement.IsAir())
        {
            stateMachine.ChangeState(player.airState);
        }
    }
}
